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104 lines
2.5 KiB
C++
104 lines
2.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef DOD_WEAPON_PARSE_H
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#define DOD_WEAPON_PARSE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_parse.h"
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#include "networkvar.h"
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#define WPN_TYPE_MELEE (1<<0)
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#define WPN_TYPE_GRENADE (1<<1)
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//#define WPN_TYPE_GRENADE_LIVE (1<<2) //exploding grenades, unused
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#define WPN_TYPE_PISTOL (1<<3)
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#define WPN_TYPE_RIFLE (1<<4)
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#define WPN_TYPE_SNIPER (1<<5)
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#define WPN_TYPE_SUBMG (1<<6)
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#define WPN_TYPE_MG (1<<7) //mg42, 30cal
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#define WPN_TYPE_BAZOOKA (1<<8)
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#define WPN_TYPE_BANDAGE (1<<9)
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#define WPN_TYPE_SIDEARM (1<<10) //carbine - secondary weapons
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#define WPN_TYPE_RIFLEGRENADE (1<<11)
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#define WPN_TYPE_BOMB (1<<12)
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#define WPN_TYPE_UNKNOWN (1<<13)
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#define WPN_TYPE_CAMERA (1<<12)
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#define WPN_MASK_GUN ( WPN_TYPE_PISTOL | WPN_TYPE_RIFLE | WPN_TYPE_SNIPER | WPN_TYPE_SUBMG | WPN_TYPE_MG | WPN_TYPE_SIDEARM )
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//--------------------------------------------------------------------------------------------------------
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class CDODWeaponInfo : public FileWeaponInfo_t
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{
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public:
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DECLARE_CLASS_GAMEROOT( CDODWeaponInfo, FileWeaponInfo_t );
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CDODWeaponInfo();
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virtual void Parse( ::KeyValues *pKeyValuesData, const char *szWeaponName );
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int m_iDamage;
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int m_flPenetration;
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int m_iBulletsPerShot;
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int m_iMuzzleFlashType;
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float m_flMuzzleFlashScale;
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bool m_bCanDrop;
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float m_flRecoil;
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float m_flRange;
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float m_flRangeModifier;
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float m_flAccuracy;
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float m_flSecondaryAccuracy;
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float m_flAccuracyMovePenalty;
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float m_flFireDelay;
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float m_flSecondaryFireDelay;
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int m_iCrosshairMinDistance;
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int m_iCrosshairDeltaDistance;
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int m_WeaponType;
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float m_flBotAudibleRange;
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char m_szReloadModel[MAX_WEAPON_STRING];
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char m_szDeployedModel[MAX_WEAPON_STRING];
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char m_szDeployedReloadModel[MAX_WEAPON_STRING];
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char m_szProneDeployedReloadModel[MAX_WEAPON_STRING];
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//timers
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float m_flTimeToIdleAfterFire; //wait this long until idling after fire
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float m_flIdleInterval; //wait this long after idling to idle again
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//ammo
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int m_iDefaultAmmoClips;
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int m_iAmmoPickupClips;
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int m_iHudClipHeight;
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int m_iHudClipBaseHeight;
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int m_iHudClipBulletHeight;
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int m_iTracerType;
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float m_flViewModelFOV;
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int m_iAltWpnCriteria;
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Vector m_vecViewNormalOffset;
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Vector m_vecViewProneOffset;
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Vector m_vecIronSightOffset;
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int m_iDefaultTeam;
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};
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#endif // DOD_WEAPON_PARSE_H
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